Blender metarig character deformed in Unity with mixamo animation

So, I made this very basic character in Blender and gave it a basic rig with Rigify.

I exported to Unity, fixed the import errors in bone names / connections. Also set the import to Humanoid.

When I run it with an animation from mixamo (that works fine on a mixamo humanoid), my model looks like a deformed Thanksgiving turkey.

I’m still pretty inexperienced with rigging / animation. There was one thing which may be at least partly responsible. At one stage in Blender while editing either the mesh or armature, I realised the mesh was facing backwards, so I rotated it 180 degrees. I’m not clear on whether I did anything to the armature.

I applied all transformations to the mesh before export.

Any ideas please? I would like to kill this Turkey with fire, and any video record, ASAP :slight_smile:

Thank you!

Anyone?